Handheld information processing apparatus, storage medium and information processing method

ABSTRACT

A game apparatus as a handheld information processing apparatus includes a CPU, and when the game apparatus is closed, the CPU shifts to a sleep mode. When a user carries the game apparatus in the sleep mode, a micon measures step counts according to a magnitude of accelerations indicated by acceleration data from an acceleration sensor. When a main power of the game apparatus is turned on to display a main menu screen, the step counts are converted into earned coins, for example. In each of a plurality of applications to be executed by the game apparatus, a special item is purchased, or game playing on a special course is permitted by utilizing the earned coins.

CROSS REFERENCE OF RELATED APPLICATION

The disclosure of Japanese Patent Application No. 2010-120099 isincorporated herein by reference.

BACKGROUND OF THE INVENTION

Field of the Invention

The present invention relates to a handheld information processingapparatus, a storage medium and an information processing method. Morespecifically, the present invention relates to a handheld informationprocessing apparatus, a storage medium and an information processingmethod that have a memory unit storing a plurality of applications.

Description of the Related Art

One example of a conventional handheld information processing apparatusof this kind is disclosed in Japanese Patent Application Laid-Open No.2003-316905 [G06F 17/60] (Document 1) laid-open on Nov. 7, 2003. In apoint system according to the Document 1, step counts are converted intopoints, and depending on the number of points, a desired service can beselected from a plurality of services. More specifically, the user walkswith an electric pedometer to thereby measure step counts, and when theelectric pedometer is connected to a cellular phone, the measured stepcounts are transmitted to a WEB server from which points are given. Thepoints thus given are accumulated, and the accumulated points are usedfor a discount for the fee of athletic club, a discount of costs forshopping and eating and drinking at the club, a discount of a specificsite of the Internet, and a discount at general store.

Furthermore, another example of a handheld information processingapparatus of this kind is disclosed in Japanese Patent ApplicationLaid-Open No. 2009-254539 [A63F 13/00] (Document 2) laid-open on Nov. 5,2009. In the game system of the Document 2, by transmitting a pluralityof step count data measured by a plurality of pedometers are transmittedto game apparatuses by wireless communications, various games by usingthe plurality of step count data can be executed among the gameapparatuses. For example, a game whose content changes depending on thenumber of players walking at the same time and a game whose contentchanges depending on the sum of the step counts by the plurality ofplayers are disclosed.

However, in the point system of the Document 1, in order to utilize thestep counts measured by the pedometer in the various services, the stepcount data is transmitted to another device by a communication or thelike, and then, by utilizing the other devices, the service is requiredto be utilized.

Similarly, in the game system of the Document 2, in order to use thestep counts measured by the pedometer in the various games, step countdata is transmitted to the server by a communication, and then, the gameis required to be played.

SUMMARY OF THE INVENTION

Therefore, it is a primary object of the present invention to provide anovel handheld information processing apparatus, a novel storage mediumand a novel information processing method.

It is another object of the present invention to provide a handheldinformation processing apparatus, a storage medium and an informationprocessing method that make it easy to use the measured step counts by aplurality of applications.

A first invention is a handheld information processing apparatus havinga memory unit storing a plurality of applications, and comprises a stepcount measurer, an accumulator, an application executor, and a utilizer.The step count measurer measures step counts. The accumulator convertsthe step counts measured by the step count measurer into a step countcorrelation value in correlation with the step counts and accumulatesthe same. The application executor executes any one of the applicationout of the plurality of applications stored in the memory unit. Theutilizer utilizes the step count correlation value accumulated by theaccumulator in each of the applications to be executed by theapplication executor.

According to the first invention, the accumulated step count correlationvalue is utilized by each of the plurality of applications, and thismakes it easy to utilize the measured step counts among the plurality ofapplications. Furthermore, the memory unit storing a plurality ofapplications, the step count measurer and the accumulator are providedwithin a single apparatus, and therefore, it is possible to easilyutilize the accumulated step count correlation value in each of theplurality of applications.

A second invention is according to the first invention, wherein thememory unit has a shared data area to which all the plurality ofapplications are accessible and a plurality of application-dedicateddata area which is set for each of the plurality of applications, and towhich only the relevant application is accessible. The accumulatorstores the step count correlation value in the shared data area. Theutilizer reads and utilizes the step count correlation value stored inthe shared data area, and writes update information (game data, etc.)acquired therefrom to a corresponding application-dedicated data area.

According to the second invention, the step count correlation value iscommonly utilized, and the update information of the application inwhich the step count correlation value is used is written to the dataarea dedicated to each application, and therefore, it is possible toprevent the updated information from being illegally used. Furthermore,by utilizing the common step count correlation value, it is possible toupdate the data dedicated to each application.

A third invention is according to the first invention, wherein theapplication executor changes a content of the execution between when thestep count correlation value is utilized by the utilizer and when notutilized.

According to the third invention, a content of the execution is changedbetween when the step count correlation value is utilized and when notutilized, and therefore, it is possible to execute different gameprocessing, for example, and increase an interest of the user or theplayer. Furthermore, it becomes possible to motivate the user or theplayer to have a willingness to walk.

A fourth invention is according to the first invention, furthercomprising a determiner which determines whether or not the step countcorrelation value accumulated by the accumulator is above a firstpredetermined number, and the accumulator sets the step countcorrelation value to the first predetermined number when the determinerdetermines that the step count correlation value is above the firstpredetermined number. That is, the step count correlation value isrestricted to the first predetermined number.

According to the fourth invention, the step count correlation value isrestricted to the first predetermined number, and therefore, it ispossible to relatively reduce the difference between the user who canwalk a lot and the user who cannot, capable of decreasing the sense ofunfairness.

A fifth invention is according to the fourth invention, furthercomprising a step count storage which adds date and time information tothe step counts measured by the step count measurer, and stores the samein the memory unit. The determiner determines whether or not the stepcount correlation value acquired by converting the step counts on thesame day is above a second predetermined number being smaller than thefirst predetermined number. Furthermore, the accumulator accumulates thestep count correlation value of the second predetermined number when thedeterminer determines that the step count correlation value is above thesecond predetermined number. That is, the step count correlation valuethat can be converted a day is restricted to the second predeterminednumber.

According to the fifth invention, the step count correlation value thatcan be converted a day is restricted to the second predetermined number,and therefore, it is possible to urge the user to continuously walkappropriately.

A sixth invention is according to the first invention, furthercomprising a switcher which switches the information processingapparatus between an unused state and an used state, and a switchdeterminer which determines whether or not the used state switches tothe unused state. The step count measurer measures step counts when theswitch determiner determines that a switch to the unused state is made.That is, the step count measurer measures step counts when theinformation processing apparatus is not in use.

According to the sixth invention, the apparatus can be used as apedometer when the user or the player does not use it.

A seventh invention is according to the sixth invention, wherein theswitcher switches between a power-saving mode and a normal mode. Theswitch determiner determines whether or not the used state switches tothe unused state by determining whether or not the normal mode changesto the power-saving mode.

According to the seventh invention as well, the apparatus can be used asa pedometer when the user or the player does not use it.

An eighth invention is according to the sixth invention, furthercomprising: an inactivator which inactivates the application executor.The switcher switches from the used state to the unused state inresponse to the application executor being inactivated by theinactivator.

In the eighth invention as well, the apparatus can be used as apedometer when the user or the player does not use it.

A ninth invention is according to the sixth invention, wherein anapparatus main body has a function capable of being opened and closed.For example, the cover of the apparatus is opened or closed, or theapparatus itself is opened or closed. The switcher switches theapparatus main body between a closed state and an opened state. Theswitch determiner determines whether or not the used state switches tothe unused state by determining whether or not the apparatus main bodyis switched from the opened state to the closed state. Morespecifically, the switch determiner determines a state that theapparatus main body is opened as a used state and a state that theapparatus main body is closed as unused state.

In the ninth invention as well, the apparatus can be used as a pedometerwhen the user or the player does not use it.

A tenth invention is according to the sixth invention, furthercomprising a communicator. The communicator intermittently executescommunication processing while step counts are measured by the stepcount measurer. That is, the communicator transmits, receives, andtransmits and receives data.

According to the tenth invention, when the user or the player does notuse the appliance, communication processing of transmitting, receivingand transmitting and receiving data is executed, and therefore, it ispossible to collect data from other apparatuses and access points, andtransmit data to other apparatuses and access points. In addition, thecommunication processing is performed while step counts are measured,and therefore, while the user or the player carries the apparatusoutside, communications are performed with other apparatuses carried byother users or players and access points placed on the street while theyare unaware. Accordingly, it is possible to give a user surprise andinterest and motivate the user to have a willingness to walk.

An eleventh invention is according to the first invention, furthercomprising a condition determiner which determines whether or not apredetermined condition is satisfied. The accumulator converts the stepcounts measured by the step count measurer into a step count correlationvalue when the condition determiner determines that the predeterminedcondition is satisfied.

According to the eleventh invention, when the predetermined condition issatisfied, the steps count are converted into the step count correlationvalue, and therefore, it is possible to prevent processing load forconversion from being heavy needlessly.

A twelfth invention is a storage medium storing an informationprocessing program of a handheld information processing apparatus havinga memory unit storing a plurality of applications. The informationprocessing program causes a computer of the information processingapparatus to function as a step count measurer which measures stepcounts; an accumulator which converts the step counts measured by thestep count measurer into a step count correlation value in correlationwith the step counts and accumulates the same; an application executorwhich executes any one of the application out of the plurality ofapplications stored in the memory unit; and a utilizer which utilizesthe step count correlation value accumulated by the accumulator in eachof the applications to be executed by the application executor.

In the twelfth invention as well, similar to the first invention, itbecomes possible to easily utilize the measured step counts among aplurality of applications.

A thirteenth invention is an information processing method of a handheldinformation processing apparatus having a memory unit storing aplurality of applications, a computer of the information processingapparatus including following steps of: (a) measuring step counts; (b)converting the step counts measured by the step (a) into a step countcorrelation value in correlation with the step counts and accumulatingthe same; (c) executing any one of the application out of the pluralityof applications stored in the memory unit; and (d) utilizing the stepcount correlation value accumulated by the step (b) in each of theapplications to be executed by the step (c).

In the thirteenth invention as well, similar to the first invention, andtherefore, it becomes possible to easily utilize the measured stepcounts among a plurality of applications.

The above described objects and other objects, features, aspects andadvantages of the present invention will become more apparent from thefollowing detailed description of the present invention when taken inconjunction with the accompanying drawings.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is an illustrative view showing one embodiment of an externalconfiguration of a game apparatus of this invention;

FIG. 2 is an illustrative view showing a top and a left side surface ofthe game apparatus in a folded state shown in FIG. 1;

FIG. 3 is a block diagram showing an electric configuration of the gameapparatus shown in FIG. 1 and FIG. 2;

FIG. 4 is an illustrative view showing examples of screens to bedisplayed on a first LCD or a second LCD of the game apparatus shown inFIG. 1-FIG. 3;

FIG. 5 is an illustrative view showing a memory map of a memory forsaved data shown in FIG. 3;

FIG. 6 is an illustrative view showing a detailed content of a datamemory area shown in FIG. 5;

FIG. 7 is an illustrative view showing a memory map of a memoryintegrated in a micon shown in FIG. 3;

FIG. 8 is a flowchart showing a part of entire processing by a CPU shownin FIG. 3;

FIG. 9 is a flowchart showing another part of the entire processing bythe CPU shown in FIG. 3, and sequel to FIG. 8;

FIG. 10 is a flowchart showing a part of coin earning processing by theCPU shown in FIG. 3;

FIG. 11 is a flowchart showing a second part of the coin earningprocessing by the CPU shown in FIG. 3, and sequel to FIG. 10;

FIG. 12 is a flowchart showing a third part of the coin earningprocessing by the CPU shown in FIG. 3, and sequel to FIG. 10;

FIG. 13 is a flowchart showing a fourth part of the coin earningprocessing by the CPU shown in FIG. 3, and sequel to FIG. 10;

FIG. 14 is a flowchart showing a fifth part of the coin earningprocessing by the CPU shown in FIG. 3, and sequel to FIG. 13;

FIG. 15 is a flowchart showing first application executing processing bythe CPU shown in FIG. 3;

FIG. 16 is a flowchart showing second application executing processingby the CPU shown in FIG. 3;

FIG. 17 is a flowchart showing a part of step count detecting processingby the micon shown in FIG. 3; and

FIG. 18 is a flowchart showing another part of the step count detectingprocessing by the micon shown in FIG. 3, and sequel to FIG. 17.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

Referring to FIG. 1, a game apparatus 10 of an embodiment of the presentinvention includes an upper housing 12 and a lower housing 14, and theupper housing 12 and the lower housing 14 are connected with each otherso as to be opened or closed (foldable). In FIG. 1 example, the upperhousing 12 and the lower housing 14 are constructed in the form of ahorizontally long rectangular plate, and are rotatably connected witheach other at the long sides of both of the housings. That is, the gameapparatus 10 of this embodiment is a folding handheld game apparatus,and in FIG. 1, the game apparatus 10 is shown in an opened state (in anopen state). The game apparatus 10 is constructed such a size that theuser can hold with both hands or one hand even in the open state.

Generally, the user uses the game apparatus 10 in the open state.Furthermore, the user keeps the game apparatus 10 in a close state whennot using the game apparatus 10. Here, the game apparatus 10 canmaintain an opening and closing angle formed between the upper housing12 and the lower housing 14 at an arbitrary angle between the closestate and open state by a friction force, etc. exerted at the connectedportion as well as the aforementioned close state and open state. Thatis, the upper housing 12 can be fixed with respect to the lower housing14 at the arbitrary angle.

Additionally, the game apparatus 10 is mounted with a camera (32, 34)described later, functioning as an imaging device, such as imaging animage with the camera (32, 34), displaying the imaged image on thescreen, and saving the imaged image data.

As shown in FIG. 1, the upper housing 12 is provided with a first LCD16, and the lower housing 14 is provided with a second LCD 18. The firstLCD 16 and the second LCD 18 take a horizontally-long shape, and arearranged such that the directions of the long sides thereof arecoincident with the long sides of the upper housing 12 and the lowerhousing 14. For example, resolutions of the first LCD 16 and the secondLCD 18 are set to 256 (horizontal)×192 (vertical) pixels (dots).

In addition, although an LCD is utilized as a display in thisembodiment, an EL (Electronic Luminescence) display, a plasmaticdisplay, etc. may be used in place of the LCD. Furthermore, the gameapparatus 10 can utilize a display with an arbitrary resolution.

As shown in FIG. 1 and FIG. 2, the lower housing 14 is provided withrespective operation buttons 20 a-20 k as input devices. Out of therespective operation buttons 20 a-20 k, the direction input button 20 a,the operation button 20 b, the operation button 20 c, the operationbutton 20 d, the operation button 20 e, the power button 20 f, the startbutton 20 g, and the select button 20 h are provided on the surface(inward surface) to which the second LCD 18 of the lower housing 14 isset. More specifically, the direction input button 20 a and the powerbutton 20 f are arranged at the left of the second LCD 18, and theoperation buttons 20 b-20 e, 20 g and 20 h are arranged at the right ofthe second LCD 18. Furthermore, when the upper housing 12 and the lowerhousing 14 are folded, the operation buttons 20 a-20 h are enclosedwithin the game apparatus 10.

The direction input button (cross key) 20 a functions as a digitaljoystick, and is used for instructing a moving direction of a playerobject, moving a cursor, and so forth. Each operation buttons 20 b-20 eis a push button, and is used for causing the player object to make anarbitrary action, executing a decision and cancellation, and so forth.The power button 20 f is a push button, and is used for turning on oroff the main power supply of the game apparatus 10. The start button 20g is a push button, and is used for temporarily stopping (pausing),starting (restarting) a game, and so forth. The select button 20 h is apush button, and is used for a game mode selection, a menu selection,etc.

Although operation buttons 20 i-20 k are omitted in FIG. 1, as shown inFIG. 2 (A), the operation button (L button) 20 i is provided at the leftcorner of the upper side surface of the lower housing 14, and theoperation button (R button) 20 j is provided at the right corner of theupper side surface of the lower housing 14. Furthermore, as shown inFIG. 2 (B), the volume button 20 k is provided on the left side surfaceof the lower housing 14.

FIG. 2 (A) is an illustrative view of the game apparatus 10 in a foldedmanner as seen from a top surface (upper housing 12). FIG. 2 (B) is anillustrative view of the game apparatus 10 in a folded manner when seenfrom a left side surface.

The L button 20 i and the R button 20 j are push buttons, and can beused for similar operations to those of the operation buttons 20 b-20 e,and can be used as subsidiary operations of these operation buttons 20b-20 e. Furthermore, in this embodiment, the L button 20 i and the Rbutton 20 j can also be used for an operation of an imaging instruction(shutter operation). The volume button 20 k is made up of two pushbuttons, and is utilized for adjusting the volume of the sound outputfrom two speakers (right speaker and left speaker) not shown. In thisembodiment, the volume button 20 k is provided with an operating portionincluding two push portions, and the aforementioned push buttons areprovided by being brought into correspondence with the respective pushportions. Thus, when the one push portion is pushed, the volume is madehigh, and when the other push portion is pushed, the volume is made low.For example, when the push portion is hold down, the volume is graduallymade high, or the volume is gradually made low.

Returning to FIG. 1, the game apparatus 10 is further provided with atouch panel 22 as an input device separate from the operation buttons 20a-20 k. The touch panel 22 is attached so as to cover the screen of thesecond LCD 18. In this embodiment, a touch panel of a resistance filmsystem is used as the touch panel 22, for example. However, the touchpanel 22 can employ an arbitrary push-type touch panel without beingrestricted to the resistance film system. Furthermore, in thisembodiment, as the touch panel 22, a touch panel having the sameresolution (detection accuracy) as the resolution of the second LCD 18,for example, is utilized. However, the resolution of the touch panel 22and the resolution of the second LCD 18 are not necessarily coincidentwith each other.

Additionally, at the right side surface of the lower housing 14, aloading slot (represented by a dashed line shown in FIG. 1) is provided.The loading slot can house a touch pen 24 to be utilized for performingan operation on the touch panel 22. Generally, an input with respect tothe touch panel 22 is performed with the touch pen 24, but it may beperformed with a finger of the user beyond the touch pen 24.Accordingly, in a case that the touch pen 24 is not to be utilized, theloading slot and the housing portion for the touch pen 24 need not beprovided.

Moreover, on the right side surface of the lower housing 14, a loadingslot for housing a memory card 26 (represented by a chain double-dashedline in FIG. 1) is provided. Inside of the loading slot, a connector(not illustrated) for electrically connecting the game apparatus 10 andthe memory card 26 is provided. The memory card 26 is an SD card, forexample, and detachably attached to the connector. This memory card 26is used for storing (saving) an image imaged by the game apparatus 10,and reading the image generated (imaged) or stored by another apparatusin the game apparatus 10.

In addition, on the upper side surface of the lower housing 14, aloading slot (represented by an alternate long and short dash lineFIG. 1) for housing a memory card 28 is provided. Inside the loadingslot as well, a connector (not illustrated) for electrically connectingthe game apparatus 10 and the memory card 28 is provided. The memorycard 28 is a recording medium of recording an information processingprogram, necessary data, etc. and is detachably attached to the loadingslot provided to the lower housing 14.

At the left end of the connected portion (hinge) between the upperhousing 12 and the lower housing 14, an indicator 30 is provided. Theindicator 30 is made up of three LEDs 30 a, 30 b, 30 c. Here, the gameapparatus 10 can make a wireless communication with another appliance,and the first LED 30 a lights up when a wireless communication with theappliance is established. The second LED 30 b lights up while the gameapparatus 10 is recharged. The third LED 30 c lights up when the mainpower supply of the game apparatus 10 is turned on. Thus, by theindicator 30 (LEDs 30 a-30 c), it is possible to inform the user of acommunication-established state, a charge state, and a main power supplyon/off state of the game apparatus 10.

Although illustration is omitted, a switch (opening and closing switch42: see FIG. 3) that is switched in response to opening and closing ofthe game apparatus 10 is provided inside the hinge. For example, theopening and closing switch 42 is turned on when that the game apparatus10 is in an opened state. On the other hand, the opening and closingswitch 42 is turned off when that the game apparatus 10 is in a closed(folded) state. Here, it is only necessary to know that the gameapparatus 10 is in the opened state or the closed state, and therefore,turning on and off of the opening and closing switch 42 may be reversed.

As described above, the upper housing 12 is provided with the first LCD16. In this embodiment, the touch panel 22 is set so as to cover thesecond LCD 18, but the touch panel 22 may be set so as to cover thefirst LCD 16. Alternatively, two touch panels 22 may be set so as tocover the first LCD 16 and the second LCD 18. For example, on the secondLCD 18, an operation explanatory screen for teaching the user how therespective operation buttons 20 a-20 k and the touch panel 22 work orhow to operate them, and a game screen are displayed.

Additionally, the upper housing 12 is provided with the two cameras(inward camera 32 and outward camera 34). As shown in FIG. 1, the inwardcamera 32 is attached in the vicinity of the connected portion betweenthe upper housing 12 and the lower housing 14 and on the surface towhich the first LCD 16 is provided such that the display surface of thefirst LCD 16 and the imaging surface are in parallel with each other orare leveled off. On the other hand, the outward camera 34 is attached tothe surface being opposed to the surface to which the inward camera 32is provided as shown in FIG. 2 (A), that is, on the outer surface of theupper housing 12 (the surface turns to the outside when the gameapparatus 10 is in a close state, and on the back surface of the upperhousing 12 shown in FIG. 1). Here, in FIG. 1, the outward camera 34 isshown by a dashed line.

Accordingly, the inward camera 32 can image a direction to which theinner surface of the upper housing 12 is turned, and the outward camera34 can image a direction opposite to the imaging direction of the inwardcamera 32, that is, can image a direction to which the outer surface ofthe upper housing 12 is turned. Thus, in this embodiment, the twocameras 32, 34 are provided such that the imaging directions of theinward camera 32 and the outward camera 34 are opposite with each other.For example, the user holding the game apparatus 10 can image alandscape (including the user, for example) as the user is seen from thegame apparatus 10 with the inward camera 32, and can image a landscapeas the direction opposite to the user is seen from the game apparatus 10with the outward camera 34.

Additionally, on the internal surface near the aforementioned connectedportion, a microphone 84 (see FIG. 3) is housed as a voice input device.Then, on the internal surface near the aforementioned connected portion,a through hole 36 for the microphone 84 is formed so as to detect asound outside the game apparatus 10. The position for housing themicrophone 84 and the position of the through hole 36 for the microphone84 are not necessarily on the aforementioned connected portion, and themicrophone 84 may be housed in the lower housing 14, and the throughhole 36 for the microphone 84 may be provided to the lower housing 14 incorrespondence with the housing position of the microphone 84.

Furthermore, on the outer surface of the upper housing 12, in thevicinity of the outward camera 34, a fourth LED 38 (dashed line inFIG. 1) is attached. The fourth LED 38 lights up at a time when animaging is made with the inward camera 32 or the outward camera 34(shutter button is pushed). Furthermore, in a case that a motion imageis imaged with the inward camera 32 or the outward camera 34, the fourthLED 38 continues to light up during the imaging. That is, by making thefourth LED 38 light up, it is possible to inform an object to be imagedor his or her surrounding that an imaging with the game apparatus 10 ismade (is being made).

Moreover, the upper housing 12 is formed with a sound release hole 40 onboth sides of the first LCD 16. The above-described speaker is housed ata position corresponding to the sound release hole 40 inside the upperhousing 12. The sound release hole 40 is a through hole for releasingthe sound from the speaker to the outside of the game apparatus 10.

As described above, the upper housing 12 is provided with the inwardcamera 32 and the outward camera 34 which are constituted to image animage, and the first LCD 16 as a displayer for mainly displaying theimaged image and a game screen. On the other hand, the lower housing 14is provided with the input device (operation button 20 (20 a-20 k) andthe touch panel 22) for performing an operation input to the gameapparatus 10 and the second LCD 18 as a displayer for mainly displayingan operation explanatory screen and a game screen. Accordingly, the gameapparatus 10 has two screens (16, 18) and two kinds of operatingportions (20, 22).

FIG. 3 is a block diagram showing an electric configuration of the gameapparatus 10 of this embodiment. As shown in FIG. 3, the game apparatus10 includes electronic components, such as a CPU 50, a main memory 52, amemory controlling circuit 54, a memory for saved data 56, a memory forpreset data 58, a memory card interface (memory card I/F) 60, a memorycard I/F 62, a wireless communication module 64, a local communicationmodule 66, a micon 68, a power supply circuit 70, an interface circuit(I/F circuit) 72, a first GPU (Graphics Processing Unit) 74, a secondGPU 76, a first VRAM (Video RAM) 78, a second VRAM 80, an LCD controller82, etc. These electronic components (circuit components) are mounted onan electronic circuit board, and housed in the lower housing 14 (or theupper housing 12 may also be appropriate).

The CPU 50 is an information processing means for executing apredetermined program. In this embodiment, the predetermined program isstored in a memory (memory for saved data 56, for example) within thegame apparatus 10 and the memory card 26 and/or 28, and the CPU 50executes information processing described later by executing thepredetermined program.

Here, the program to be executed by the CPU 50 may be previously storedin the memory within the game apparatus 10, acquired from the memorycard 26 and/or 28, and acquired from another appliance by communicatingwith the other appliance.

The CPU 50 is connected with the main memory 52, the memory controllingcircuit 54, and the memory for preset data 58. The memory controllingcircuit 54 is connected with the memory for saved data 56. The mainmemory 52 is a memory means to be utilized as a work area and a bufferarea of the CPU 50. That is, the main memory 52 stores (temporarilystores) various data to be utilized in the aforementioned informationprocessing, and stores a program from the outside (memory cards 26 and28, and another appliance). In this embodiment, as a main memory 52, aPSRAM (Pseudo-SRAM) is used, for example. The memory for saved data 56is a memory means for storing (saving) a program to be executed by theCPU 50, data of images imaged by the inward camera 32 and the outwardcamera 34, etc. The memory for saved data 56 is constructed by anonvolatile storage medium, and can utilize a NAND type flash memory,for example. The memory controlling circuit 54 controls reading andwriting from and to the memory for saved data 56 according to aninstruction from the CPU 50. The memory for preset data 58 is a memorymeans for storing data (preset data), such as various parameters, etc.which are previously set in the game apparatus 10. As a memory forpreset data 58, a flash memory to be connected to the CPU 50 through anSPI (Serial Peripheral Interface) bus can be used.

Both of the memory card I/Fs 60 and 62 are connected to the CPU 50. Thememory card I/F 60 performs reading and writing data from and to thememory card 26 attached to the connector according to an instructionform the CPU 50. Furthermore, the memory card I/F 62 performs readingand writing data from and to the memory card 28 attached to theconnector according to an instruction form the CPU 50. In thisembodiment, image data corresponding to the images imaged by the inwardcamera 32 and the outward camera 34 and image data received by otherdevices are written to the memory card 26, and the image data stored inthe memory card 26 is read from the memory card 26 and stored in thememory for saved data 56, and sent to other devices. Furthermore, thevarious programs stored in the memory card 28 are read by the CPU 50 soas to be executed.

Here, the information processing program such as a game program is notonly supplied to the game apparatus 10 through the external storagemedium, such as a memory card 28, etc. but also is supplied to the gameapparatus 10 through a wired or a wireless communication line. Inaddition, the information processing program may be recorded in advancein a nonvolatile storage device inside the game apparatus 10.Additionally, as an information storage medium for storing theinformation processing program, an optical disk storage medium, such asa CD-ROM, a DVD or the like may be appropriate beyond the aforementionednonvolatile storage device.

The wireless communication module 64 has a function of connecting to awireless LAN according to an IEEE802.11.b/g standard-based system, forexample. The local communication module 66 has a function of performinga wireless communication with the same types of the game apparatuses bya predetermined communication system. The wireless communication module64 and the local communication module 66 are connected to the CPU 50.The CPU 50 can receive and send data over the Internet with otherappliances by means of the wireless communication module 64, and canreceive and send data with the same types of other game apparatuses bymeans of the local communication module 66.

Furthermore, the CPU 50 is connected with the micon 68. The micon 68includes a memory 68 a and an RTC 68 b. The memory 68 a is a RAM, forexample, and stores a program and data for a control by the micon 68.The RTC 68 b counts a time. In the micon 68, date and a current time,etc. can be calculated on the basis of the time counted by the RTC 68 b.

The micon 68 is connected with the power button 20 f, the opening andclosing switch 42, the power supply circuit 70, and the accelerationsensor 88. A power-on signal is given to the micon 68 from the powerbutton 20 f. When the power button 20 f is turned on in a state that themain power supply of the game apparatus 10 is turned off, the memory 68a functioning as a BootROM of the micon 68 is activated to perform apower control in response to opening and closing of the game apparatus10 as described later. On the other hand, when the power button 20 f isturned on in a state that the main power supply of the game apparatus 10is turned on, the micon 68 instructs the power supply circuit 70 to stopsupplying power to all the circuit components (except for the micon 68).Here, the power supply circuit 70 controls the power supplied from thepower supply (typically, a battery housed in the lower housing 14) ofthe game apparatus 10 to supply power to the respective circuitcomponents of the game apparatus 10.

Furthermore, from an opening and closing switch 42, a power-on signal ora power-off signal is applied to the micon 68. In a case that the mainpower supply of the game apparatus 10 is turned on in a state that theopening and closing switch 42 is turned on (the main body of the gameapparatus 10 is in an opened state), a mode in which a power is suppliedfrom the power supply circuit 70 to all the circuit components of thegame apparatus 10 under the control of the micon 68 (hereinafterreferred to as “normal mode”) is set. In the normal mode, the gameapparatus 10 can execute an arbitrary application and is in use by auser or a player (used state).

Furthermore, in a case that the opening and closing switch 42 is turnedoff in a state that the power supply of the game apparatus 10 is turnedon (the main body of the game apparatus 10 is in a closed state), a modein which a power is supplied from the power supply circuit 70 to a partof the components of the game apparatus 10 (hereinafter referred to as“sleep mode”) is set. In the sleep mode, the game apparatus 10 cannotexecute an arbitrary application and is not in use (unused state) by theuser. In this embodiment, the part of the components is the CPU 50, thewireless communication module 64, and the micon 68. Here, in the sleepmode (sleep state), the CPU 50 basically sets a clock in a stopped(inactivated) state, resulting in less power consumption. Additionally,in the sleep mode, a power supply to the CPU 50 may be stopped.Accordingly, in this embodiment, in the sleep mode, an application isnever executed by the CPU 50 as described above.

It should be noted that in a case that a communication is executed bythe wireless communication module 64 in the sleep state, the CPU 50 isactivated by a control signal from the wireless communication module 64.That is, by the wireless communication module 64, the clock of the CPU50 is operated, and then, the wireless communication module 64 instructsthe CPU 50 to start a communication. This holds true hereunder. Then,the CPU 50 instructs the micon 68 to start supplying power to the memorycontrolling circuit 54 and the memory for saved data 56. Accordingly, itis possible to transmit data stored in the memory for saved data 56 toanother game apparatus 10, etc. and store data received from anothergame apparatus 10, etc. in the memory for saved data 56, by acommunication.

Furthermore, in a case that step count data (accumulative step countdata 152 c described later) is output from the micon 68 in the sleepstate, the CPU 50 is activated by a control signal from the micon 68.That is, the clock of the CPU 50 is activated by the micon 68 to notifythe output of the step count data. Furthermore, the micon 68 controlsthe power supply circuit 70 to start supplying electric power to thememory controlling circuit 54 and the memory for saved data 56.Accordingly, the step data output from the micon 68 is stored in thememory for saved data 56.

In addition, when the sleep state is canceled (non-sleep state) due tothe game apparatus 10 being opened, and so forth, a power-off signal isinput to the micon 68 from the opening and closing switch 42. Thus, themicon 68 activates the CPU 50 to notify the CPU 50 of the cancelation ofthe sleep state. In response thereto, the CPU 50 instructs the micon 68to cancel the sleep state. That is, under the instruction from the CPU50, the micon 68 controls the power supply circuit 70 to start supplyingelectric power to all the circuit components. Thus, the game apparatus10 shifts to the normal mode to enter the used state.

Moreover, as described above, the micon 68 is connected with theacceleration sensor 88. For example, the acceleration sensor 88 is athree-axis acceleration sensor, and provided inside the lower housing 14(the upper housing 12 may be possible). This detects an acceleration ina direction vertical to the surface of the first LCD 16 (second LCD 18)of the game apparatus 10, and accelerations in two crosswise directions(longitudinal and laterally) that are parallel to the first LCD 16(second LCD 18). The acceleration sensor 88 outputs a signal as to thedetected acceleration (acceleration signal) to the micon 68. The micon68 can detect a direction of the game apparatus 10, and a magnitude ofthe shake of the game apparatus 10 on the basis of the accelerationsignal. Accordingly, it is possible to make the micon 68 and theacceleration sensor 88 function as a pedometer, for example. Thepedometer using the acceleration sensor 88 is already known, andtherefore, the detailed content is omitted, but the step counts aremeasured in correspondence with the magnitude of the acceleration.

Also, the game apparatus 10 includes the microphone 84 and an amplifier86. Both of the microphone 84 and the amplifier 86 are connected to theI/F circuit 72. The microphone 84 detects a voice and a sound (clap andhandclap, etc.) of the user produced or generated toward the gameapparatus 10, and outputs a sound signal indicating the voice or thesound to the I/F circuit 72. The amplifier 86 amplifies the sound signalapplied from the I/F circuit 72, and applies the amplified signal to thespeaker (not illustrated). The I/F circuit 72 is connected to the CPU50.

The touch panel 22 is connected to the I/F circuit 72. The I/F circuit72 includes a sound controlling circuit for controlling the microphone84 and the amplifier 86 (speaker), and a touch panel controlling circuitfor controlling the touch panel 22. The sound controlling circuitperforms an A/D conversion and a D/A conversion on a sound signal, orconverts a sound signal into sound data in a predetermined format. Thetouch panel controlling circuit generates touch position data in apredetermined format on the basis of a signal from the touch panel 22and outputs the same to the CPU 50. For example, the touch position datais data indicating coordinates of a position where an input is performedon an input surface of the touch panel 22.

Additionally, the touch panel controlling circuit performs reading of asignal from the touch panel 22 and generation of the touch position dataper each predetermined time. By fetching the touch position data via theI/F circuit 72, the CPU 50 can know the position on the touch panel 22where an input is made.

The operation button 20 is made up of the aforementioned respectiveoperation buttons 20 a-20 k (except for the power switch 22 f. This holdtrue for the following), and is connected to the CPU 50. The operationdata indicating an input state (whether or not to be pushed) withrespect to each of the operation buttons 20 a-20 k is output from theoperation button 20 to the CPU 50. The CPU 50 acquires the operationdata from the operation button 20, and executes processing according tothe acquired operation data.

Both of the inward camera 32 and the outward camera 34 are connected tothe CPU 50. The inward camera 32 and the outward camera 34 image imagesaccording to instructions from the CPU 50, and output image datacorresponding to the imaged images to the CPU 50. In this embodiment,the CPU 50 issues an imaging instruction to any one of the inward camera32 and the outward camera 34 while the camera (32, 34) which hasreceived the imaging instruction images an image and transmits the imagedata to the CPU 50.

The first GPU 74 is connected with the first VRAM 78, and the second GPU76 is connected with the second VRAM 80. The first GPU 74 generates afirst display image on the basis of data for generating the displayimage stored in the main memory 52 according to an instruction from theCPU 50, and draws the same in the first VRAM 78. The second GPU 76similarly generates a second display image according to an instructionform the CPU 50, and draws the same in the second VRAM 80. The firstVRAM 78 and the second VRAM 80 are connected to the LCD controller 82.

The LCD controller 82 includes a register 82 a. The register 82 a storesa value of “0” or “1” according to an instruction from the CPU 50. In acase that the value of the register 82 a is “0”, the LCD controller 82outputs the first display image drawn in the first VRAM 78 to the secondLCD 18, and outputs the second display image drawn in the second VRAM 80to the first LCD 16. Furthermore, in a case that the value of theregister 82 a is “1”, the LCD controller 82 outputs the first displayimage drawn in the first VRAM 78 to the first LCD 16, and outputs thesecond display image drawn in the second VRAM 80 to the second LCD 18.

For example, such a game apparatus 10 executes in-passing communicationprocessing when being set to a sleep mode. Here, the in-passingcommunication processing is briefly explained. In the sleep mode, thewireless communication module 64 transmits (broadcasts) a signal(connection request signal) indicating a connection request to anothergame apparatus 10, and tries to receive a connection request signal fromanother game apparatus 10 each predetermined time (30 ms, for example).That is, communication processing is intermittently executed. Thus,another game apparatus 10 being a communication partner is searched(scanned). Here, the connection request signal includes identifyinginformation of the game apparatus 10 being a transmission source.

At this time, when receiving the connection request signal, the gameapparatus 10 transmits a connection permission signal to the gameapparatus 10 being a transmission source of the connection requestsignal in response thereto. Here, the connection permission signalincludes identifying information of the game apparatus 10 being atransmission source. This makes it possible to confirm each other'sexistences between the two game apparatuses 10 to thereby establish acommunication state between them.

Here, in the game apparatus 10 that transmits the connection permissionsignal in response to the connection request signal, the wirelesscommunication module 64 activates the CPU 50 to start supplying electricpower from the power supply circuit 70 to the memory controlling circuit54 and the memory for saved data 56 under the control of the micon 68according to an instruction from the CPU 50. Similarly, in the gameapparatus 10 which receives the connection permission signal, thewireless communication module 64 activates the CPU 50 to start supplyingelectric power from the power supply circuit 70 to the memorycontrolling circuit 54 and the memory for saved data 56 under thecontrol of the micon 68 according to an instruction from the CPU 50.

When a communication state is established, data set (decided) inadvance, such as game data, message data, etc. is transmitted orreceived, or transmitted and received between the two game apparatuses10.

Although the detailed illustration is omitted, when the in-passingcommunication is ended, each game apparatus 10 returns to the sleepstate.

Accordingly, when the player or the user walks with the game apparatus10 in the sleep state, a communication (in-passing communication) withanother game apparatus 10 is executed without any operation to therebyacquire data, such as game data, message data from this another gameapparatus 10.

Here, a case that the in-passing communication processing with anothergame apparatus 10 is executed is explained, but the in-passingcommunication processing may be executed with a predetermined accesspoint. In such a case, game data, message data, etc. that aretransmitted from the access point can be acquired.

Although the detailed explanation is omitted, in a case that in-passingcommunication is executed, out of the two game apparatuses 10 thatestablish the connection state, the game apparatus 10 that transmits aconnection request signal functions as a parent machine, and the gameapparatus 10 that transmits a connection permission signal in responseto the connection request signal functions as a child machine.

Furthermore, in the sleep mode, the game apparatus 10 functions as apedometer, and in a case that the player or the user walks with the gameapparatus 10 as described above, the number of step counts of the playeror the user is counted. The counted step count is reflected on theprocessing of the application program to be executed by the gameapparatus 10 as necessary.

For example, in the memory for saved data 56 shown in FIG. 3,application programs as to a plurality of applications can be stored.When the main power supply of the game apparatus 10 is turned on, a mainmenu screen 200 for selecting an application, etc. as shown in FIG. 4(A)is displayed on the second LCD 18 (first LCD 16 may be possible).

Here, although detailed description is omitted, in a case that eachapplication is ended as well, the main menu screen 200 is displayed.

As shown in FIG. 4(A), on the main menu screen 200, a plurality ofbutton images 202, 204, . . . for selecting an application are provided,and below it, button images 210, 212 for selecting various settings andoptions are provided. The user or the player turns on the button images202, 204, . . . to thereby select a desired application.

When the button image 202 is turned on, for example, a first applicationis selected. In a situation in which an item is purchased during thegame according to a program (first application program) of the firstapplication, a screen (item purchasing screen) 300 as shown in FIG. 4(B)is displayed on the second LCD 18 (even the first LCD 16 may bepossible).

On the item purchasing screen 300, button images 302, 304, 306, 308,310, 312 are displayed. For example, the button images 302 to 308 areprovided for selecting an item (normal item: the first to fourth items)which the player (user) or the player character can purchase by usingcoins (hereinafter referred to as “normal coin”) acquired in the game.Furthermore, the button image 310 and the button image 312 are providedfor selecting an item (special items A, B) by using the earned coin(hereinafter referred to as “earned coin”) depending on the measuredstep counts.

Although detailed description is omitted, the number of normal coinsrequired to purchase the first to fourth items and the number of earnedcoins required to purchase the special items A, B are decided inadvance. Naturally, in a case that the player (user) or the playercharacter does not have the required number of normal coins or more andthe required number of earned coin or more, he or she cannot purchasethe first to fourth items or the special items A, B.

Furthermore, when the button image 204 is turned on on the main menuscreen 200 shown in FIG. 4(A), the second application is selected. Forexample, at a start (restart) of the game according to the program ofthe second application (second application program), in the situation inwhich a course is selected, a screen (course selecting screen) 400 asshown in FIG. 4(C) is displayed on the second LCD 18 (the first LCD 16may be possible).

On the course selecting screen 400, button images 402, 404, 406, 408,410, 412 are displayed. For example, the button images 402 to 408 areprovided for selecting the course (normal course: the first to fourthcourses) capable of selecting without using the earned coins.Furthermore, the button image 410 and the button image 412 are providedfor selecting the course (special course A, B) capable of playing withthe user of an earned coin.

Although detailed description is omitted, the number of earned coinsrequired to play on the special courses A, B is decided in advance.Naturally, in a case that the player (user) or the player character doesnot have the required number of earned coins or more, he or she cannotplay the game on the special course A, B.

Here, if a playable state on the special course A, B is established byusing the earned coin once, the game is playable without limitation, orthe playable number and the playable period may be set.

Thus, the earned coin obtained by converting the step counts cancommonly be used in the processing of a plurality of differentapplications programs. Here, for simplicity, explanation is made whenthe earned coins are used in the processing of the two applicationprograms, but the earned coins can be used in the processing of thedifferent three or more application programs. Here, the applicationprograms need not be stored (installed) in the memory for saved data 56,may be read from the memory cards 26, 28 attached to the game apparatus10, or may be downloaded from the external appliances.

FIG. 5 is an illustrative view showing a memory map of the memory forsaved data 56 shown in FIG. 3. As shown in FIG. 5, the memory for saveddata 56 includes a program memory area 90 and a data memory area 100. Inthe program memory area 90, a main body processing program 92, a firstapplication program 94, a second application program 96, . . . arestored.

The main body processing program 92 is made up of a main menu screendisplaying program 92 a, a step count acquiring program 92 b, a coinearning program 92 c, etc.

The main menu screen displaying program 92 a is a program for displayingthe main menu screen 200 shown in FIG. 4(A) in a case that the mainpower supply of the game apparatus 10 is turned on or in a case that theprocessing of the application is ended.

The step count acquiring program 92 b is a program for receiving data(step count data) as to step counts transmitted from the micon 68, andstore the same in the data memory area 100.

The coin earning program 92 c is a program for converting the stepcounts indicated by the step count data (1020, 1022, . . . , 102 m) intothe earned coins. In this embodiment, conversion is made to the earnedcoins as a value correlated to the step count (correlation value), butthere is no need of being restricted thereto, and conversion to otheritems and parameters may be possible.

Although illustration is omitted, in the main body processing program92, sound outputting program, etc. is also stored. The sound outputtingprogram is a program for outputting a sound (sound effect), and music(BGM).

The first application program 94 is made up of an image displayingprogram 94 a, an item selecting program 94 b, a total earned coin countacquiring program 94 c, an item purchasing program 94 d, etc.

The image displaying program 94 a is a program for displaying a gameimage (game screen) on the first LCD 16 and the second LCD 18. Morespecifically, the image displaying program 94 a is executed to generatea game image by using image data not shown (polygon data, texture data,etc.), and to output the same on the first LCD 16 and the second LCD 18.This holds true hereunder.

The item selecting program 94 b is a program for determining whether ornot an item is selected according to an instruction from the user or theplayer. More specifically, it is determined whether or not any one ofthe button images 302-312 is turned on on the item selecting screen 300shown in FIG. 4(B).

The total earned coin count acquiring program 94 c is a program foracquiring a total number of earned coins (hereinafter referred to as“total coin count”). More specifically, total earned coin count data1028 included in the earned coin count data 102 b stored in a shareddata memory area 102 described later is read.

The item purchasing program 94 d is a program for purchasing the normalitem (the first to fourth items) or the special item (special items A,B) by using the normal coin or the earned coin.

Although illustration is omitted, a sound outputting program, a backupprogram, etc. are also included in the first application program. Thesound outputting program is a program for outputting a sound (soundeffect) and music (BGM) associated with execution of the firstapplication program. Furthermore, the backup program is a program forstoring (saving) game data (proceeding data, end data) stored in themain memory 52 in the first application memory area 104 (see FIG. 6) ofthe memory for saved data 56 and the memory cards 26, 28 according to aninstruction from the user or the player, or according to a predeterminedevent. This holds true for other application programs including thesecond application program.

In addition, the second application program 96 is made up of an imagedisplaying program 96 a, a course selecting program 96 b, a total earnedcoin count acquiring program 96 c, a permission flag setting program 96d, etc.

The image displaying program 96 a and the total earned coin countacquiring program 96 c are the same as the above-described imagedisplaying program 94 a and total earned coin count acquiring program 94c, and a redundant explanation therefor is omitted.

The course selecting program 96 b is a program for determining whetheror not any one of the button images 402 to 412 is turned on on thecourse selecting screen 400 as shown in FIG. 4(C) at a start (restart)of the game.

The permission flag setting program 96 d is a program for setting a flag(permission flag) as to whether or not game playing is performed at thespecial course (special courses A, B).

Although illustration is omitted, in the second application program 96,a sound outputting program, a backup program, etc. are included.

In addition, although illustration is omitted, in the program memoryarea 90, other application programs are also stored.

As shown in FIG. 6, the data memory area 100 of the memory for saveddata 56 includes the shared data memory area 102, the first applicationmemory area 104, a second application memory area 106, etc.

The shared data memory area 102 is an area accessible irrespective ofthe kind of active application program. That is, this is an area capableof writing to and reading from even if either application is executed.In the shared data memory area 102, accumulative step count data 102 a,earned coin count data 102 b, previous step count accumulative data 102c, current step count accumulative data 102 d, previous-time day data102 e, previous-time day step count data 102 f, etc. are stored. Theaccumulative step count data 102 a includes first step count data 1020,second step count data 1022, . . . , the m-th step count data 102 m. Thestep count data 1020-102 m is data as to step counts acquired by themicon 68 every unit of time, and includes information about a time (dateand time (hour, minute, second)) when the step counts are acquired.Here, the step count data (1020, 1022, . . . , 102 m) is acquired fromthe micon 68, and stored in the data memory area 100 in a case that themain menu screen 200 is displayed on the second LCD 18 (or the first LCD16) of the game apparatus 10.

The earned coin count data 102 b includes total earned coin count data1028 and previously earned coin count data 1030. The total earned coincount data 1028 is numerical value data as to a total coin count. Thepreviously earned coin count data 1030 is numerical value data as to thenumber of earned coins when the step counts are previously convertedinto the earned coins.

The previous step count accumulative data 102 c is numerical value dataas to an accumulative amount of step counts until the step counts arepreviously converted into the earned coins. The current step countaccumulative data 102 d is numerical value data as to an accumulativeamount of step counts until now. The previous-time day data 102 e isdata as to a date (year, month and day) when the step counts arepreviously converted into coins (change to coins). The previous-time daystep count data 102 f is numerical value data as to step counts before achange to coins is made out of the step counts at the date (year, monthand day) when a change to coin is previously performed.

Furthermore, the first application memory area 104 is an area accessibleonly when the first application program 94 is executed. In the firstapplication memory area 104, item data 104 a is stored. Althoughillustration is omitted, the item data 104 a is data indicating whetheror not an item is acquired (possessed), and a flag is set by beingbrought into correspondence with each item. In a case that the player(user) or the player character has (possesses) an item, the flagcorresponding to the item is turned on. On the other hand, in a casethat the player (user) or the player character does not have (possesses)an item, the flag corresponding to the item is turned off.

Here, only the item data 104 a is described for simplicity, but the gamedata including the item data 104 a is actually stored.

In addition, the second application memory area 106 is an areaaccessible only when the second application program 96 is executed. Inthe second application memory area 106, course permission data 106 a isstored. Although illustration is omitted, the course permission data 106a is data of a permission flag as to whether or not playing on thespecial courses A, B is permitted. If playing on the special courses A,B is permitted, the flag corresponding to each of the special courses A,B is turned on. On the other hand, if playing on the special courses A,B is not permitted, the flag corresponding to each of the specialcourses A, B is turned off.

Here, only the course permission data 106 a is described for simplicity,but the game data including the course permission data 106 a is actuallystored.

Additionally, in the data memory area 100, a memory area for anotherapplication is provided.

In addition, although detailed description is omitted, the main bodyprocessing program 92 and the application program (94, 96, . . . ) to beexecuted by the CPU 50 are read (loaded) into the main memory 52.Moreover, data generated or created during execution of the main bodyprocessing program 92 and the application program (94, 96, . . . ) isstored in the main memory 52, or stored (saved) in the memory for saveddata 56 as necessary.

FIG. 7 is a memory map of the memory 68 a provided to the micon 68. Thememory 68 a includes a program memory area 150 and a data memory area152. In the program memory area 150, programs, such as a step countcounting program 150 a, an electric power controlling program 150 b,etc. are stored.

The step count counting program 150 a is a program for counting stepcounts. In this embodiment, the step count counting program 150 a is aprogram for counting step counts on the basis of a change amount ofaccelerations (three-axis accelerations) indicated by the accelerationdata from the acceleration sensor 88. The electric power controllingprogram 150 b is a program for instructing the CPU 50 to switch betweenthe normal mode (non-sleep state) and the sleep mode (sleep state) inresponse to an on and an off signal from the opening and closing switch42, and controlling electric power supply from the power supply circuit70 to each of the circuit components according to an instruction fromthe CPU 50. This makes it possible to switch between the used state andthe unused state of the game apparatus 10.

Although illustration is omitted, in the program memory area 150 b,other programs are also stored.

In the data memory area 152, a timer 152 a and a step count counter 152b are provided. The timer 152 a is a timer for counting a time from thestart of counting step counts. The step count counter 152 b is an upcounter for counting step counts.

Furthermore, in the data memory area 152, accumulative step count data152 c is stored. In the accumulative step count data 152 c, first stepcount data 1520, second step count data 1522, . . . , n-th step countdata 152 n are stored. Here, each step count data (1520, 1522, . . . ,152 n) is data as to step counts per first unit of time (one hour inthis embodiment). For example, the first step count data 1520, thesecond step count data 1522, . . . , the n-th step count data 152 n arestored in this order. Additionally, the memory 68 a has relatively lowcapacity, and therefore, in the sleep mode, the accumulative step countdata 152 c stored in the data memory area 152 per second unit of time(three hours in this embodiment) is output to the CPU 50, and moved(saved) to the memory for saved data 56 via the memory controllingcircuit 54. As explained in detail, the micon 68 operates a clock of theCPU 50, controls the power supply circuit 70 to start supplying electricpower to the memory controlling circuit 54 and the memory for saved data56 according to an instruction from the CPU 50, and then outputs theaccumulative step count data 152 c to the CPU 50. Then, the CPU 50stores the accumulative step count data 152 c in the memory for saveddata 56 via the memory controlling circuit 54. Thereafter, the micon 68stops the clock of the CPU 50, and controls the power supply circuit 70to stop supplying the electric power to the memory controlling circuit54 and the memory for saved data 56.

Each of FIG. 8 and FIG. 9 is entire processing by the CPU 50 shown inFIG. 3. When the main power supply of the game apparatus 10 is turnedon, the CPU 50 starts entire processing to display the main menu screen200 as shown in FIG. 4(A) in a step S1 as shown in FIG. 8. In asucceeding step S3, coin earning processing (see FIG. 10-FIG. 12)described later is executed. Then, in a step S5, it is determinedwhether or not the first application is selected. That is, it isdetermined whether or not the button image 202 representing the firstapplication is turned on on the main menu screen 200.

If “YES” in the step S5, that is, if the first application is selected,first application executing processing (see FIG. 15) described later isexecuted in a step S7, and then, the process proceeds to the step S13.On the other hand, if “NO” in the step S5, that is, if the firstapplication is not selected, it is determined whether or not the secondapplication is selected in a step S9. That is, it is determined whetheror not the button image 204 representing the second application isturned on on the main menu screen 200.

If “YES” in the step S9, that is, if the second application is selected,second application executing processing (see FIG. 16) described later isexecuted in a step S11, and then, the process proceeds to a step S13. Onthe other hand, if “NO” in the step S9, that is, if execution of thesecond application is not selected, the process proceeds to the step S13as it is.

Additionally, in this embodiment, in a case that “NO” in the step S9,the process directly proceeds to the step S13. However, in a case thatanother application is selectable, it is determined whether or notexecution of the other application is selected.

Furthermore, in this embodiment, a case that one application isselectable from two applications is shown, but only one application maybe made selectable.

That is, depending on the number of application programs that is storedin the memory cards 26, 28 and the memory for saved data 58 and thenumber of downloaded application programs, the number of selectableapplications is variably set.

Returning to FIG. 8, it is determined whether or not there is aninstruction of the sleep in the step S13. That is, the CPU 50 determineswhether or not there is an instruction of the sleep from the micon 68.Here, in a case that the opening and closing switch 42 is turned off,the micon 68 instructs the CPU 50 of the sleep.

If “NO” in the step S13, that is, if there is no instruction of thesleep, it is determined whether or not any one of the applications isbeing executed in a step S15. If “NO” in the step S15, that is, if noapplication is being executed, the process returns to the step S1 as itis.

On the other hand, if “YES” in the step S15, that is, if any one of theapplications is being executed, the application that is being executedis continued in a step S17. Successively, in a step S19, it isdetermined whether or not the application is to be ended. In the stepS19, the CPU 50 determines whether or not there is an instruction of anapplication end from the user or the player.

If “NO” in the step S19, that is, if the application is not be ended,the process returns to the step S17 as it is. On the other hand, if“YES” in the step S19, that is, if the application is to be ended, theexecution of the application is ended although illustration is omitted,and the process returns to the step S1.

Alternatively, if “YES” in the step S13, that is, if there is aninstruction of the sleep, the micon 68 is instructed to start countingstep counts in a step S21. In a next step S23, the micon 68 isinstructed to execute the sleep. Accordingly, the micon 68 stops theclock of the CPU 50, and controls the power supply circuit 70 to stopsupplying electric power to the circuit components except for thewireless communication module 64. Here, the CPU 50 stores the game dataof the main memory 52 in the memory area for application (104, 106, . .. ), and then, stops the application if the application is beingexecuted.

It should be noted that the CPU 50 and the micon 68 are always suppliedwith the electric power as described above.

Successively, in a step S25, in-passing communication processing isexecuted. Here, during the sleep, the clock of the CPU 50 has beenstopped, and therefore, when the wireless communication module 64receives a connection request signal and a connection admission signalfrom other game apparatuses 10 and access points, the wirelesscommunication module 64 activates the CPU 50 to make it execute thein-passing communication processing. At this time, according to aninstruction from the CPU 50, the micon 68 controls the power supplycircuit 70 to start supplying electric power to the memory controllingcircuit 54 and the memory for saved data 56.

In a next step S27, it is determined whether or not there is aninstruction of a sleep cancelation. That is, the CPU 50 determineswhether or not a clock is operated by the micon 68. If “NO” in the stepS27, that is, if there is no instruction of a sleep cancelation, theprocess returns to the step S25.

Here, the description is made such that the processing in the steps S25and S27 are executed by the CPU 50, but, the CPU 50 actually executes noprocessing during the sleep. In a case that the CPU 50 is activated bythe wireless communication module 64 and the micon 68, an in-passingcommunication and a normal processing (game processing, etc.) areexecuted.

Alternatively, if “YES” in the step S27, that is, if there is aninstruction of a sleep cancelation, the micon 68 is instructed to cancelthe sleep in a step S29 shown in FIG. 9. In a succeeding step S31, themicon 68 is instructed to stop counting the step counts. Then, in a stepS33, a step count value is read from the memory 68 a of the micon 68,and in a step S35, each of the step count values to which a date andtime is added for every unit of time is stored.

That is, the CPU 50 reads the accumulative step count data 152 c (thefirst to the n-th step count data 1520-152 n) from the memory 68 a ofthe micon 68 in the step S33, and writes the same in the data memoryarea 100 of the memory for saved data 56 in the step S35. At this time,the CPU 50 writes (overwrites) a copy of the current step countaccumulative data 102 d to the previous step count accumulative data 102c, and then stores (overwrites) the numerical value data of the totalvalue of step counts acquired by adding the total value of step countscurrently read to the current accumulative amount of step counts (theprevious accumulative amount of step counts) indicated by the currentstep count accumulative data 102 d (or previous step count accumulativedata 102 c) as current step count accumulative data 102 d. Here, thecurrent step count accumulative data 102 d may be the numerical valuedata of the total value of step counts indicated by the accumulativestep count data 102 a, that is, the total value of step counts indicatedby the first step count data 1020, the second step count data 1022, . .. , the m-th step count data 102 m.

Returning to FIG. 9, in a step S37, it is determined whether or not anyone of the applications is being executed. Here, the CPU 50 determineswhether or not the execution of the application has been stopped due tothe sleep during execution of the application. If “NO” in the step S37,that is, if any one of the applications is not being executed, theprocess returns to the step S1 shown in FIG. 8.

On the other hand, if “YES” in the step S37, that is, if any one of theapplications is being executed, the process is restarted (returns) tothe application that is being executed in a step S39. At this time, theCPU 50 reads the game data stored in the memory area for application(104, 106, . . . ) before execution of the sleep, and writes (loads) thesame in the main memory 52. Successively, in a step S41, the executionof the application is continued, and in a step S43, it is determinedwhether or not the application is to be ended.

If “NO” in the step S43, that is, if the application is not to be ended,the process returns to the step S41 as it is. On the other hand, if“YES” in the step S43, that is, if the application is to be ended, theexecution of the application is ended although illustration is omitted,and the process returns to the step S1.

FIG. 10 is a flowchart showing the coin earning processing in the stepS3 in FIG. 8. As shown in FIG. 10, when starting the coin earningprocessing, the CPU 50 determines whether or not the current total coincount is equal to or more than 3000 in a step S51. Here, as describedabove, the total coin count is a total number of earned coins indicatedby the total earned coin count data 1028. That is, the CPU 50 determineswhether or not the total coin count is equal to or more than 3000 (upperlimit or not) with reference to the total earned coin count data 1028stored in the data memory area 100 of the memory for saved data 56.

If “YES” in the step S51, that is, if the current total coin count isequal to or more than 3000, it is determined that the total coin countreaches the upper limit, and the process returns to the entireprocessing as it is. On the other hand, if “NO” in the step S51, thatis, if the current total coin count is less than 3000, it is determinedwhether or not the current accumulative amount of step counts−theprevious accumulative amount of step counts is equal to or more than 10in a step S53. Here, the CPU 50 determines whether or not the user orthe player walks by the minimum step counts required for conversion to acurrent earned coin. That is, in this embodiment, ten steps areconverted into one earned coin. Here, the CPU 50 performs thedetermination processing in the step S53 by subtracting the previousaccumulative amount of step counts indicated by the previous step countaccumulative data 102 c stored in the data memory area 100 of the memoryfor saved data 58 from the current accumulative amount of step countsindicated by the current step count accumulative data 102 d stored inthe data memory area 100 of the memory for saved data 58. Here, a ratioof converting the step counts into an earned coin is mere one example,and there is no need of being restricted thereto.

If “NO” in the step S53, that is, if the current accumulative amount ofstep counts−the previous accumulative amount of step counts is less than10, the process returns to the entire processing. On the other hand, if“YES” in the step S53, that is, if the current accumulative amount ofstep counts−the previous accumulative amount of step counts is equal toor more than 10, a date when a change to coin is previously performed issubstituted into a variable current in a step S55. Here, the date when achange to coin is previously performed means the date when the stepcounts are previously converted into the earned coins.

In a succeeding step S57, it is determined whether or not the dateindicated by the variable current is a current day (today). If “YES” inthe step S57, that is, if the date indicated by the variable current isa current day, it is determined whether or not the date indicated by thevariable current is the date when a change to coin is previouslyperformed in a step S59. Here, the CPU 50 determines whether or not thedate indicated by the previous-time day data 102 e is coincident withthe date indicated by the variable current.

If “NO” in the step S59, that is, if the date indicated by the variablecurrent is not coincident with the date when a change to coin ispreviously performed, the date when a change to coin is previouslyperformed is not identical with the current day, and therefore, in astep S61, (the current accumulative amount of step counts−theaccumulative amount of step counts until the previous day)/10 isevaluated as the number of currently earned coins, and the processproceeds to a step S65 shown in FIG. 11. Here, if the value is evaluatedwith a remainder, the earned coin is added by one. Or, if the value isevaluated with a remainder, the step count may be rounded down. Thisholds true hereunder. On the other hand, if “YES” in the step S59, thatis, if the date indicated by the variable current is the date when achange to coin is previously performed, a change to coins is previouslyperformed on the date the same as the current day, and therefore, (thecurrent accumulative amount of step counts−the previous accumulativeamount of step counts)/10 is calculated as the number of currentlyearned coins, and the process proceeds to a step S83 shown in FIG. 12.

In the step S65 shown in FIG. 11, it is determined whether or not thenumber of currently earned coins is equal to or more than 100. If “YES”in the step S65, the number of currently earned coins is set (corrected)to 100, the total coin count is added in a step S67, and the processproceeds to a step S71. Thus, by executing the processing in the stepS67, the maximum number of earned coins that can be converted a day isrestricted. If an unlimited number of earned coins that can be converteda day is allowed, a large difference occurs in the game processingbetween the users or the players who are different in amounts ofwalking. This is also because by restricting the number of earned coinsthat can be converted a day, it is possible to urge the user or theplayer to make moderate walking continuously. This holds true for a casethat the number of earned coins is restricted hereunder. However, theunlimited number of earned coins that can be converted a day may beallowed. On the other hand, if “NO” in the step S65, that is, if thenumber of currently earned coins is less than 100, the number ofcurrently earned coins is added to the current total coin count in astep S69, and the process proceeds to the step S71.

Additionally, as shown in FIG. 12, in the step S83, it is determinedwhether or not the sum of the number of previously earned coins and thenumber of currently earned coins is equal to or more than 100. Here, thenumber of previously earned coins is the number of earned coinsindicated by the previously earned coin count data 1030. If “YES” in thestep S83, that is, if the sum of the number of previously earned coinsand the number of currently earned coins is equal to or more than 100,100 is added after the number of previously earned coins is subtractedfrom the current total coin count in a step S85, and the processproceeds to the step S71 shown in FIG. 11. That is, the maximum numberof earned coins that can be earned a day is restricted. On the otherhand, if “NO” in the step S83, that is, if the sum of the number ofpreviously earned coins and the number of currently earned coins is lessthan 100, the number of currently earned coins is added to the currenttotal coin count in a step S87, and then, the process proceeds to thestep S71.

Returning to FIG. 11, in the step S71, the current accumulative amountof step counts is set to the previous accumulative amount of stepcounts, and in a step S73, the step counts on the current day is set tothe step counts on the previous-time day. In addition, in a step S75,the current day is set to the previous-time day, and in a step S77, thenumber of currently earned coins is set to the number of previouslyearned coins. Here, the step counts on the current day is a total valueof step counts indicated by the m-th step count data 102 m dated todayout of the accumulative step count data 102 a. The current day is atoday's date to be calculated on the basis of the time counted by theRTC 68 b.

Here, in this embodiment, in the step S77, the number of currentlyearned coins is set to the number of previously earned coins forsimplicity, but strictly, the processing is different between a casethat “YES” is determined in the step S59 and a case that “NO” isdetermined in the step S59. More specifically, in a case that “NO” isdetermined in the step S59, the processing in the step S77 is as it is,but in a case that “YES” is determined in the step S59, the sum of thenumber of previously earned coins and the number of currently earnedcoins is set to the number of previously earned coins in the step S77.

This is because that if the step counts are converted into earned coinsthree times or more a day, whether or not the sum of the earned coins atlatest two times is above 100 is determined in the step S83 describedlater, resulting in inconvenience.

Then, in a step S79, it is determined whether or not the current totalcoin count is equal to or more than 3000. If “NO” in the step S79, theentire processing is returned as it is. On the other hand, if “YES” inthe step S79, the total coin count is set to 3000 in a step S81, and theprocess returns to the entire processing. That is, by executing theprocessing in the step S81, a restriction is imposed on the total coincount. The reason why the restriction is imposed on the total coin countis to prevent a large difference in the content of the game fromoccurring between the users or the players who frequently carry the gameapparatus 10 and the users or the players who do not frequently carrythe game apparatus 10. That is, this is because of reducing unfairnessbetween the users or the players.

Additionally, as shown in FIG. 10, if “NO” in the step S57, it isdetermined whether or not the date indicated by the variable current isthe previous-time day in a step S89 shown in FIG. 13. If “NO” in thestep S89, that is, if the date indicated by the variable current is notthe previous-time day, all the step counts on the date indicated by thevariable current has not yet been converted into the coins, the stepcounts on the date indicated by the variable current/10 is calculated asthe number of currently earned coins in a step S91, and the processproceeds to a step S95. On the other hand, if “YES” in the step S89,that is, if the date indicated by the variable current is theprevious-time day, and therefore, out of all the step counts on the dateindicated by the variable current, a part (step counts on theprevious-time day) is converted into coins, and the rest is notconverted into coins, and therefore, in a step S93, (the step counts onthe date indicated by the variable current−the step counts on theprevious-time day)/10 is calculated as the number of currently earnedcoins, and the process proceeds to a step S105 shown in FIG. 14.

In the step S95, it is determined whether or not the number of currentlyearned coins is equal to or more than 100. If “YES” in the step S95, thenumber of currently earned coins is set to 100, this is added to thetotal coin count in a step S97, and the process proceeds to a step S101.On the other hand, if “NO” in the step S95, the number of currentlyearned coins is added to the current total coin count in a step S99, andthe process proceeds to the step S101.

Additionally, as shown in FIG. 14, in the step S105, it is determinedwhether or not the sum of the number of previously earned coins and thenumber of currently earned coins is equal to or more than 100. If “YES”in the step S105, the number of previously earned coins is subtractedfrom the current total coin count, and 100 is added thereto in a stepS107, and the process proceeds to the step S101 shown in FIG. 13. On theother hand, if “NO” in the step S105, the number of currently earnedcoins is added to the current total coin count in a step S109, and theprocess proceeds to the step S101.

In the step S101, the number of currently earned coins is set to thenumber of previously earned coins. Then, in a step S103, 1 is added tothe variable current, and the process returns to the step S57 shown inFIG. 10.

That is, by repeating the processing in the steps S57, S89 to 109, thestep counts from the date when a change to coin is previously performedto the date previous to the current day (today) are converted into theearned coins every day.

FIG. 15 is a flowchart showing the first application executingprocessing in the step S7 in FIG. 8. As shown in FIG. 15, when startingthe first application executing processing, the CPU 50 determineswhether or not purchasing the special item is selected in a step S111.Here, the CPU 50 determines whether or not any one of the button images310, 312 is turned on on the item purchasing screen 300 shown in FIG.4(B) by the user or the player.

If “NO” in the step S111, that is, if the purchasing the special item isnot selected, the process proceeds to a step S127 as it is. On the otherhand, if “YES” in the step S111, that is, if purchasing the special itemis selected, the number of earned coins A required to purchase thespecial item (special items A, B in this embodiment) is acquired in astep S113. Here, the number of earned coins A that is required topurchase the special items (A, B) is decided in advance.

In a succeeding step S115, the current total coin count T indicated bythe total earned coin count data 1028 is read. In a next step S117, itis determined whether or not the total coin count T is equal to or morethan the number of earned coins A. If “NO” in the step S117, that is, ifthe total coin count T is less than the required number of earned coinsA, a message that purchasing the selected special item is impossible isdisplayed in a step S121, and the process proceeds to the step S127.

On the other hand, if “YES” in the step S117, that is, if the total coincount T is equal to or more than the required number of earned coins A,T−A is set to the total coin count T in a step S119, and the selectedspecial item is stored in the first application memory area 104 as apurchased item (possessed item) in a step S123. That is, the flag as tothe selected special item is turned on to thereby update the item data104 a. In a next step S125, processing by using the purchased itemstored in the first application memory area 104 is executed, and theprocess proceeds to the step S127.

Here, in this embodiment, in a case that the special item is purchased,processing by using the special item (purchased item) is immediatelyexecuted. However, this is a mere one example, and the processing byusing the purchased item may be executed when there is an instructionfrom the user or the player.

Furthermore, the processing by using the purchased item corresponds tothe processing of, if the purchased item is a tool, performing a motionwith the use of the tool by the player character. Alternatively, thiscorresponds to the processing of making the player characterundefeatable for a fixed period of time by using the purchased item, forexample. These are mere examples, and there is no need of beingrestricted thereto.

Returning to FIG. 15, in the step S127, another processing is executedto return to the entire processing. Here, according to an instructionfrom the player, the player character is caused to perform an arbitraryaction, move the player character, etc. Furthermore, according to acontrol by the computer (CPU 50), the non-player character moving and soforth independent of an operation by the player is caused to perform anarbitrary action, and the non-player character is caused to move, andetc. In addition, processing according to a game event is executed,processing of outputting a sound (music) is executed, or processing ofdisplaying (updating) the game screen is executed.

It should be noted that in this embodiment, an explanation is made onlythe case that the special items A, B are purchased, but this holds truefor a case that the normal item (the first to fourth items) ispurchased. Here, the normal item can be purchased not by the earnedcoins acquired by converting the step counts but by the coins acquiredin the game.

FIG. 16 is a flowchart showing the second application executingprocessing in the step S11 shown in FIG. 8. As shown in FIG. 16, whenstarting the second application executing processing, the CPU 50determines whether or not the special course is selected in a step S141.Here, the CPU 50 determines whether or not the button image 410 or thebutton image 412 is turned on on the course selecting screen 400 shownin FIG. 4(C). If “NO” in the step S141, that is, if the special courseis not selected, the process proceeds to a step S153 as it is.

On the other hand, if “YES” in the step S141, that is, if the specialcourse is selected, it is determined whether or not the permission flagof the selected special course (special courses A, B in this embodiment)is turned on with reference to the course permission data 106 a in astep S143. If “YES” in the step S143, that is, if the permission flag ofthe selected special course is turned on, the process proceeds to a stepS159. On the other hand, if “NO” in the step S143, that is, if thepermission flag of the selected special course is turned off, the numberof earned coins B that is required to permit the selected special courseis acquired in a step S145. Here, the number of earned coins B that isrequired to permit the special courses A, B is decided in advance. In anext step S147, the current total coin count T is read with reference tothe total earned coin count data 1028.

Then, in a step S149, it is determined whether or not the total coincount T is equal to or more than the number of earned coins B. If “NO”in the step S149, that is, if the total coin count T is less than therequired number of earned coins B, a message that playing on theselected special course is impossible is displayed in a step S151. Then,in the next step S153, another processing is executed, and the processreturns to the entire processing. Here, in the step S153, according toan instruction from the user or the player, the normal course (the firstto fourth courses in this embodiment) is selected, or the playercharacter is moved on the selected normal course. Furthermore, thenon-player character is moved on the selected normal course according tothe control by the computer (CPU 50). In addition, processing accordingto a game event is executed, processing of outputting a sound (music) isexecuted, or processing of displaying (updating) the game screen isexecuted.

On the other hand, if “YES” in the step S149, that is, if the total coincount T is equal to or more than the required number of earned coins B,T−B is set to the total coin count T in a step S155, and the permissionflag of the selected special course is turned on in a step S157.Accordingly, the course permission data 106 a is updated.

Successively, in the step S159, game processing on the selected specialcourse is executed, and the process returns to the entire processing.Here, according to an instruction from the user or the player, theplayer character is moved on the selected special course. Furthermore,according to a control by the computer (CPU 50), the non-playercharacter is moved on the selected special course. In addition,processing according to a game event is executed, processing ofoutputting a sound (music) is executed, or processing of displaying(updating) the game screen is executed.

Here, in this embodiment, an explanation is made only the case that thespecial courses A, B are selected, but the normal course (the first tofourth courses) is selectable irrespective of the number of earnedcoins, and thus, the processing of turning the permission flag on, etc.is not required.

FIG. 17 and FIG. 18 is a flowchart showing step count detectingprocessing by the micon 68. As shown in FIG. 17, when starting the stepcount detecting processing, the micon 68 starts the timer 152 a in astep S201. In a next step S203, it is determined whether or not anacceleration being equal to or more than a predetermined value isdetected. If “NO” in the step S203, that is, if an acceleration beingequal to or more than a predetermined value is not detected, it isdetermined that the step counts are not detected, and the processproceeds to a step S213 shown in FIG. 18 as it is. On the other hand, If“YES” in the step S203, that is, if an acceleration being equal to ormore than a predetermined value is detected, it is determined that stepcounts are detected, and the step count counter 152 b is incremented ina step S205.

Successively, in a step S207, it is determined whether or not a firstunit of time has elapsed. Here, the micon 68 determines whether or notthe first unit of time (one hour) has elapsed with reference to thecount value of the timer 152 a. If “NO” in the step S207, that is, ifthe first unit of time has not elapsed, the process proceeds to a stepS217 shown in FIG. 18 as it is. On the other hand, If “YES” in the stepS207, that is, if the first unit of time has elapsed, a date and time isadded to the count value of the step count counter 152 b, and the addedone is written to the memory 68 a in a step S209. Here, in the stepS209, the n-th step count data 152 n is collectively stored for eachunit of time. At this time, the micon 68 calculates the date and time(date and time) from the time counted by the RTC 68 b, and adds the dateand time data corresponding to the calculated date and time to the n-thstep count data 152 n. In a next step S211, the step count counter 152 bis reset, and the process proceeds to the step S213.

As shown in FIG. 18, in the step S213, it is determined whether or not asecond unit of time has elapsed. Here, the micon 68 determines whetheror not the second unit of time (three hours) has elapsed with referenceto the count value of the timer 152 a. If “NO” in the step S213, thatis, if the second unit of time has not elapsed, the process proceeds tothe step S217 as it is. On the other hand, If “YES” in the step S213,that is, if the second unit of time has elapsed, the step count value towhich the date and time is added is output to the CPU 50 in a step S215,and the process proceeds to the step S217. That is, even if the gameapparatus 10 is in the sleep state, the accumulative step count data 152c is stored (moved) in the memory for saved data 58 every second unit oftime. Although illustration is omitted, in the step S215, the micon 68activates the CPU 50, and controls the power supply circuit 70 accordingto an instruction from the CPU 50 to start supplying the electric powerto the memory controlling circuit 54 and the memory for saved data 56 asdescribed above.

Then, in the step S217, it is determined whether or not the processingis to be ended. Here, the micon 68 determines whether or not there is anend instruction of counting the step count from the CPU 50. Here,strictly, when the opening and closing switch 42 is turned on, the micon68 activates the clock of the CPU 50, and controls the power supplycircuit 70 to start supplying the electric power to each of the circuitcomponents. Then, the CPU 50 that is returned from the sleep stateinstructs the micon 68 to stop counting the step counts.

If “NO” in the step S217, that is, if it is not to be ended, the processreturns to the step S203 shown in FIG. 17 as it is. On the other hand,if “YES” in the step S217, that is, if it is to be ended, the step countdetecting processing is ended.

According to this embodiment, the earned coins evaluated throughconversion as a correlation value of the step counts are stored in theshared data memory area, and this can commonly be used among a pluralityof applications executed by the game apparatuses. Furthermore, otherappliances for using the earned coins among the plurality ofapplications are not required, allowing for an easy usage. In addition,in this embodiment, by merely carrying the game apparatus in the sleepstate, it becomes possible to acquire data from other game apparatusesand access points through the in-passing communication, and acquire thespecial item and play on the special course depending on the number ofstep counts.

Here, in this embodiment, a game apparatus having an in-passingcommunication function is explained, but a game apparatus with otherfunctions (applications) may be applicable.

Additionally, in this embodiment, when the main menu screen isdisplayed, the coin earning processing is executed, but there is no needof being restricted thereto. When the game apparatus makes a transitionfrom the sleep state to the non-sleep state, this may be executed.Alternatively, this may be executed in both cases.

In addition, in this embodiment, in a case that the game apparatus isclosed, a transition to the sleep mode is made, but there is no need ofbeing restricted thereto. In a case that there is no operation for acertain period of time (10 minutes, for example) with the main powersupply of the game apparatus turned on (normal mode), or in a case thata predetermined operation is executed, a transition to the sleep modemay be made. In such a case, if any operation is executed or if apredetermined operation is executed in the sleep state, a transition(return) to the non-sleep mode (normal mode) may be made.

In addition, in this embodiment, as one example of the power-savingmode, the sleep mode is shown to thereby perform a power control in thegame apparatus as described above, but the power of the LCD may bemerely turned off.

Furthermore, in this embodiment, the normal item and the special itemare displayed on the same screen on which an item to be purchased isselected, but the normal item and the special item may be displayed onthe different screens. This holds true for the normal course and thespecial course.

In addition, in this embodiment, when the special item is selected, thetotal coin count and the number of earned coins required for purchaseare compared to determine whether or not the special item can bepurchased. As another embodiment, when the item purchasing screen isdisplayed, the total coin count and the number of earned coins requiredfor purchase are compared to determine whether or not the special itemcan be purchased. The special item that cannot be purchased may benon-displayed or grayed out. This holds true for the special course(course selecting screen).

Moreover, the configuration of the game apparatus need not be restrictedto that of this embodiment. For example, one camera or no camera may beappropriate. Additionally, the touch panel may be provided on the twoLCDs.

Furthermore, in this embodiment, the micon starts or stops counting stepcounts according to an instruction from the CPU, but the micon may startcounting step counts when the opening and closing switch is turned off,and stop counting step counts when the opening and closing switch isturned on.

Additionally, in this embodiment, the earned coin count data out of theshared data memory area is only necessary to be shared with a pluralityof applications, and therefore, at least the earned coin count data isincluded in the shared data memory area, and the accumulative step countdata, the previous step count accumulative data, the current step countaccumulative data, the previous-time day data and the previous-time daystep count data except for it may be included in another memory area(main body-dedicated memory area, for example) that cannot be shared.

In addition, in this embodiment, by opening and closing a foldable gameapparatus, the normal mode and the sleep mode are switched. However, acover capable of being opened and closed to the game apparatus isprovided, and by opening and closing the cover, the normal mode and thesleep mode may be switched. Alternatively, a jacket capable ofcontaining the game apparatus is provided, and by taking the gameapparatus out from the jacket or putting it in the jacket, the normalmode and the sleep mode can be switched. That is, in a case that theuser or the player doe not use the apparatus, the sleep mode may be setto thereby execute an in-passing communication and to count step counts.

In addition, the present invention can be applied to other portableinformation terminals implementing easy portability, such as cellularphone, a PDA, etc. without being restricted to the handheld gameapparatus.

Although the present invention has been described and illustrated indetail, it is clearly understood that the same is by way of illustrationand example only and is not to be taken by way of limitation, the spiritand scope of the present invention being limited only by the terms ofthe appended claims.

What is claimed is:
 1. A handheld information processing apparatus,comprising: a portable electronic device, incorporated within a housingof the handheld information processing apparatus, and configured togenerate data associated with physical activity of a user carrying theportable electronic device; and a processing system incorporated withinthe housing of the handheld information processing apparatus andoperatively coupled to the portable electronic device, the processingsystem having at least one processor and a memory configured to store aplurality of application programs, the processing system configured to:receive the data is associated with the physical activity of the usercarrying the portable electronic device, store the received data in thememory of the handheld information processing apparatus, the stored databeing accessible by the plurality of application programs, convert thestored data into a motion data value in correlation with said physicalactivity of the user, accumulate the motion data value, execute one ormore of the plurality of application programs stored in said memory, andutilize the accumulated motion data value in each application programbeing executed by the processing system.
 2. The handheld informationprocessing apparatus according to claim 1, wherein said memory has ashared data area accessible to all said plurality of applicationprograms and a plurality of application-dedicated data areas which arerespectively set for each application program of said plurality ofapplication programs, and each of said plurality ofapplication-dedicated areas is accessible to only a relevant applicationprogram, and said processing system is further configured to: store saidmotion data value in said shared data area, and read the motion datavalue stored in said shared data area, and write update informationacquired therefrom to a corresponding application-dedicated data area.3. The handheld information processing apparatus of claim 1, wherein theportable electronic device is configured to generate the data associatedwith the physical activity of the user when the handheld informationprocessing apparatus is m a low-power operation mode.
 4. The handheldinformation processing apparatus according to claim 1, wherein theprocessing system is further configured to: determine whether theaccumulated motion data value is above a first number, and set saidaccumulated motion data value to said first number when the accumulatedmotion data value is above the first number.
 5. The handheld informationprocessing apparatus according to claim 4, wherein the processing systemis further configured to: add date and time information to the dataassociated with the physical activity of the user carrying the portableelectronic device and store the same in said memory; determine whether amotion data value acquired by converting the stored data on a same dayis above a second number being smaller than said first number; andaccumulate the motion data value by adding said second number when themotion data value acquired on the same day is above the second number.6. The handheld information processing apparatus according to claim 1,wherein the processing system further configured to: switch saidinformation processing apparatus between an unused state and a usedstate, determine whether said used state switches to said unused state,and generate the data associated with the physical activity of the usercarrying the portable electronic device when a switch to said unusedstate is made.
 7. The handheld information processing apparatusaccording to claim 6, wherein the processing system is furtherconfigured to: switch between a power-saving mode and a normal mode, anddetermine whether said used state switches to said unused state bydetermining whether said normal mode changes to said power-saving mode.8. The handheld information processing apparatus according to claim 6,wherein the processing system is further configured to: deactivateexecution of any one of said plurality of application programs stored insaid memory, and switch from said used state to said unused state inresponse to said deactivation.
 9. The handheld information processingapparatus according to claim 6, wherein an apparatus main body isconfigured to be opened and closed, said apparatus main body is switchedbetween a closed state and an opened state, and whether said used stateswitches to said unused state is determined by determining whether saidapparatus main body is switched from the opened state to the closedstate.
 10. The handheld information processing apparatus according toclaim 6, further comprising: a communication device, wherein saidcommunication device intermittently executes communication processingwhile the data associated with the physical activity of the user isgenerated by said portable electronic device.
 11. The handheldinformation processing apparatus according to claim 1, wherein theprocessing system is further configured to: determine whether acondition is satisfied, and convert the stored data into the motion datavalue when said condition is satisfied.
 12. The handheld informationprocessing apparatus of claim 1, wherein the portable electronic deviceis configured to generate the data associated with the physical activityof the user when a display of the handheld information processingapparatus is inactive.
 13. The handheld information processing apparatusof claim 1, wherein the processing system further configured to transmitdata to another information processing apparatus when the handheldinformation processing apparatus is in an unused state.
 14. The handheldinformation processing apparatus according to claim 1, wherein theprocessing system is further configured to generate a displaycorresponding to the executing application program for displaying on thedisplay of the handheld information processing apparatus.
 15. Anon-transitory storage medium comprising an information processingprogram for a handheld information processing apparatus having a memorystoring a plurality of application programs, wherein said informationprocessing program causes a computer of said handheld informationprocessing apparatus to: generate data associated with physical activityof a user carrying a portable electronic device incorporated within ahousing of the handheld information processing apparatus; store thegenerated data in the memory of the handheld information processingapparatus, the stored data being accessibly by the plurality ofapplication programs; convert the stored data into a motion data valuein correlation with said physical activity of the user; accumulate themotion data value; execute one or more of the plurality of applicationprograms stored in said memory; and utilize the accumulated motion datavalue in each of the application programs being executed by the computerof the information processing apparatus.
 16. An information processingmethod of a handheld information processing apparatus having a memorystoring a plurality of application programs and a portable electronicdevice incorporated within a housing of the handheld informationprocessing apparatus, the method comprising: generating data associatedwith physical activity of a user carrying the portable electronicdevice; storing the generated data in the memory of the handheldinformation processing apparatus, the stored data being accessibly bythe plurality of application programs; converting the stored data into amotion data value in correlation with said physical activity of theuser; accumulating the motion data value; executing one or more of theplurality of application programs stored in the memory; and utilizingthe accumulated motion data value in each application program beingexecuted by the handheld information processing apparatus.
 17. Ahandheld information processing apparatus for executing multipleapplication programs, comprising: a portable electronic device,incorporated within a housing of the handheld information processingapparatus, and configured to generate data associated with physicalactivity of a user carrying the portable electronic device; and aprocessing system incorporated within the housing of the handheldinformation processing apparatus and operatively coupled to the portableelectronic device, the processing system having at least one processorand a memory configured to store the multiple application programs, theprocessing system configured to: receive the data associated with thephysical activity of the user carrying the portable electronic device;store the received data in the memory of the handheld informationprocessing apparatus, the stored data being usable by two or more of theapplication programs; convert the stored data into a motion data valuein correlation with said physical activity of the user, accumulate themotion data value; execute a first application program utilizing themotion data value; and execute a second application program utilizingthe motion data value.
 18. The handheld information processing apparatusaccording to claim 17, wherein the portable electronic device generatesthe data associated with the physical activity of the user at least in alow-power operation mode of the handheld information processingapparatus.
 19. A handheld information processing apparatus, comprising:a portable electronic device, incorporated within a housing of thehandheld information processing apparatus, and configured to generatedata associated with physical activity of a user carrying the portableelectronic device; and a processing system incorporated within thehousing of the handheld information processing apparatus and operativelycoupled to the portable electronic device, the processing system havingat least one processor and a memory configured to store a plurality ofapplication programs, the processing system configured to: receive thedata associated with the physical activity of the user carrying theportable electronic device, store the received data in the memory of thehandheld information processing apparatus, the stored data beingaccessible by the plurality of application programs, execute one or moreof the plurality of application programs stored in said memory, andutilize the data stored in the memory in each application program beingexecuted by the processing system.
 20. A handheld information processingapparatus, comprising: a portable electronic device, incorporated withina housing of the handheld information processing apparatus, andconfigured to generate data associated with a user carrying the portableelectronic device; and a processing system incorporated within thehousing of the handheld information processing apparatus and operativelycoupled to the portable electronic device, the processing system havingat least one processor and a memory configured to store a plurality ofapplication programs, the processing system configured to: receive thedata generated by the portable electronic device and associated with theuser carrying the portable electronic device, store the received data mthe memory of the handheld information processing apparatus, the storeddata being accessible by the plurality of application programs, convertthe stored data into a physical activity value in correlation withphysical activity of the user carrying the portable electronic device,execute one or more of the plurality of application programs stored insaid memory, and utilize the physical activity value in each applicationprogram being executed by the processing system.